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The game’s two demos were scrutinized for their difficulty levels, and the final product doesn’t hold back either. Enemies can also use these mechanics, giving battles an extra layer of strategy. It’s a welcome change, granting more versatility. When it’s a character’s turn, they act once their decision is made instead. While the first two games had the player decide which actions their entire party would take at once, then resolve them, Bravely Default 2 takes a more active approach. This way they can turtle when a boss is telegraphing a big move and quickly regroup afterward. Or, they can Default, taking a defensive stance and banking their action for a future turn. Brave lets a character take additional actions on one turn, “borrowing” those actions from future turns you can unleash four actions at once, but that character will have to sit out for a few turns before they can act again. At first blush it seems like standard fare, save for two signature commands: Brave and Default. Once again, Team Asano’s deceptively nostalgic turn-based engine delivers a challenge. The system takes a familiar setup from older Square Enix games and revitalizes it with new, unique spins on those tropes, much like its 3DS forefathers. Also, each can equip a sub-job, gaining access to its skillset but not gaining any experience toward it. Jobs or Classes-to develop for each character is critical.Įach character can level each job to a max level of 12, unlocking new abilities and techniques and improving their stats. Much like those classic Final Fantasy games, choosing which Asterisks-ie. Once bested, bosses yield their Asterisks, which form the crux of Bravely Default 2‘s character development system. I could have used more unique dungeon themes, as they are often reused, but each tune helps set its scene well, like the high octane music for challenging monsters and boss battles. Its major motifs are excellent, like the main overworld theme which changes instrumentation as you travel between different regions. Rounding out the presentation is the score, composed by Revo of Linked Horizon, which explains the Attack on Titan-esque riff in the main battle theme.
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The doll-like cast is capable of some real expression in heated moments, particularly in cutscenes where the game breaks free of its usual “characters talk in a detail-less void” standard and plays out major moments in the actual game space. Painted backgrounds in towns can lose fidelity if you zoom in too far, and at times the Octopath Traveller-inspired visual effects can overwhelm, sometimes causing the briefest blurring or slowdown. This fairy tale aesthetic comes at a bit of a price, however.